Data from 53 focus groups, which involved students from 10 to 18 years old, show that youngsters often interpret "cyberbullying" as "Internet bullying" and associate the phenomenon with a wide range of practices. In order to be considered "true" cyberbullying, these practices must meet several criteria. They should be intended to hurt (by the perpetrator) and perceived as hurtful (by the victim); be part of a repetitive pattern of negative offline or online actions; and be performed in a relationship characterized by a power imbalance (based on "real-life" power criteria, such as physical strength or age, and/or on ICT-related criteria such as technological know-how and anonymity).
A survey among 2052 primary and secondary school children reveals that cyberbullying among youngsters is not a marginal problem. However, there are discrepancies between the prevalence figures based on direct measurement versus indirect measurement of cyberbullying. Youngsters who have bullied someone via the internet or mobile phone during the last three months are younger, and are more often victims and bystanders of bullying via the internet or mobile phone, and are more often the perpetrators of traditional bullying. Youngsters who have been bullied via the internet or mobile phone during the last three months are more dependent upon the internet, feel less popular, take more internet-related risks, are more often a bystander and perpetrator of internet and mobile phone bullying, and are less often a perpetrator and more often a victim of traditional bullying. The implications for future research into cyberbullying and for cyberbullying prevention strategies are discussed.
Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further exploration of which game features create larger effects are needed.
This study explores behavioral determinants of self-reported cyberbullying bystander behavior from a behavioral change theoretical perspective, to provide levers for interventions. Nine focus groups were conducted with 61 young adolescents (aged 12-16 years, 52% girls). Assertive defending, reporting to others, providing advice, and seeking support were the most mentioned behaviors. Self-reported bystander behavior heavily depended on contextual factors, and should not be considered a fixed participant role. Bystanders preferred to handle cyberbullying offline and in person, and comforting the victim was considered more feasible than facing the bully. Most prevailing behavioral determinants to defend or support the victim were low moral disengagement, that the victim is an ingroup member, and that the bystander is popular. Youngsters felt they received little encouragement from their environment to perform positive bystanding behavior, since peers have a high acceptance for not defending and perceived parental support for defending behavior is largely lacking. These results suggest multilevel models for cyberbullying research, and interventions are needed. With much previous research into cyberbullying insufficiently founded in theoretical models, the employed framework of the Integrative Model and Social Cognitive Theory may inspire future studies into bystander behavior.
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